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Dissidia Collection

I just realized that the Dissidia Anniversary Collection is the Starter Set for Beyond Destiny. This whole time I thought that this was going to be just like the previous collection. But it is not. It’s just a Custom Starter Set, with an added 20 cards or so.

Yes, we haven’t seen any of the cards yet, but they did give us the numbers for the cards. And, they all start with 21.

21-125S – Onion Knight
21-126S – Cloud
21-127S – Firion
21-128S – Shantotto
21-129S – Terra
21-130S – Noctis
21-131S – Warrior of Light
21-132S – Cecil
21-133S – Tidus
21-134S – Bartz

And, let’s not forget the Full Art Premium Framed (that’s their own words) Y’shtola.

21-036H – Y’shtola

I wonder if it’s going to be a different kind of Foil, like they mentioned that Estinien would be?

Is this going to be a new way that Square Enix will be doing the Starter Sets, or will it be a one off? Maybe, a once a year Premium Set.

I do like that, the cards that they are reprinting in this collection, aren’t just reprints, but they are getting new artwork as well. Probably won’t cut into the prices of the original cards by that much.

And, the storage box is always nice. I mean who doesn’t need more storage to hold their cards? I know I do. I got cards lying around everywhere, but that’s a different story all together.

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From Nightmares – Full Colored Monsters Under Your Bed

19-107C – Vaan EX

Anytime you get a card that can Activate all your Backups, you get a card that is worth playing. Even if you don’t like Vaan.

🙂

(That’s probably the first Smiley I used on the Website.)

You actually get to chose between 2 abilities when Vaan enters the field, or off of an EX Burst.

Most of the time you will be activating your Backups, just because that’s what I would do. And when this ability comes off of an EX Burst you’ll probably be dealing a Forward 5000 damage.

19-108L – Zidane

Coming in with Haste, and an ability that he cannot be blocked by Forwards of cost 3 or more, makes Zidane, … Zidane.

This card is a mixture of previous Zidanes, which is a good thing. It’s a mixture of Opus I and Opus III. Which are both great Zidane cards, and that makes this one even better than the other 2 combined. Why? Because Opus I Zidane was 4CP or higher, and this one is 3CP. That’s a whole lot of Forwards added to the list of those that cannot block Zidane.

The other ability allows you to look at your opponent’s hand and discard a card from there. The only drawback to this card, is that your opponent will draw a card when you decide to discard one of his cards.

I’ll take 3 please. Full Arts if available.

19-109H – Cherukiki

What? Really?

Cherukiki, come on over and let’s get all these abilities rolling.

Even for himself (herself? I haven’t played much of FFXI so I’m not so sure.) As soon as Cherukiki comes in you can use the ability and find Kukki-Chebukki and Makki-Chebukki and play them straight to the field.

What? Did I read that right?

For 5CP you can play 3 Forwards onto the field?

Ranperre/Kain anyone? You can pay 3CP for Kain, discard active Ranperre, play Cherukiki for free, bring in Kukki-Chebuki and Makki-Chebukki and you’ll be able to use their action abilities. So, you’ll deal a Forward 2000 damage and they’ll also put the top card of their deck into the Break Zone.

That’s a whole lot of something for only 3CP and a Ranperre.

19-110H – The Emperor

Warp and the abilities will follow.

The Emperor’s abilities will only trigger if he comes in due to an ability. And, Warp counts as an ability, 2CP of any element to play the Emperor. You don’t even need to have Earth or Ice elements in your deck, you can just throw in the Emperor to any deck and he’ll still work.

The two abilities you can choose from are removing all the cards in your opponent’s Break Zone, or grabbing a Forward from your Break Zone.

Either way The Emperor is a 2 cost when he Warps, with a 9k body.

19-111L – Prishe

You’ll pay an extra Crystal Point to get Prishe’s first ability to go off. Is it worth the extra CP to deal a Forward 8000 damage? I would say so. After that Prishe will enter the field on your next turn, and she will Dull and Freeze a Forward and a Backup.

And, that’s about it. I’m having a brain fart, and can’t think of anything else to write.

 

 

 


19-112C – Larkeicus

As per usual, Larkeicus deals with Monsters. Why is this? I don’t know. I should play Crystal Chronicles to find out. I remember buying it back in the day on the GameCube, but that’s a story for another day.

Larkeicus comes in and let’s you recycle a Monster from the Break Zone, bring that Monster out, and play him straight to the field. You can even play that Monster you just used to pay for Larkeicus.

What I like about this ability is that you don’t need the Monster to be of the same Elements as Larkeicus or the deck your playing. You can splash Monsters from all elements, and be able to play them on the field, straight from the Break Zone.

The Doctor is in.

Let’s not forget that Larkeicus is also a Forward. Block with him, and play him again to bring back another Monster.

19-113C – Gilgamesh

Cue, Battle on the Big Bridge.

Everyone’s Favorite, Gilgamesh.

Haste and Brave, and a Warp cost of 2.

It’s a decent play for 2CP. You can throw him in a Wind/Lightning deck, when you don’t have anything else to put in.
Hurricane, for a Gilgamesh card and 3CP you can Break a Forward.

Not bad, if I say so myself. Cause who doesn’t like Breaking Forwards. I just got an idea for a t-shirt. Maybe we’ll get into the T-shirt business as well.

19-114L – Cloud

The chase card of the set.

That’s if you get lucky enough to pull the Gold Signature.

By itself, Cloud is a good card, that can come in a Break 2 of your opponents Forwards. 6 cost with 9000 power.

I’d say it is worth it. Even at 6CP. And, if you already cast 2 cards this turn, you’ll only be paying 2CP for Cloud to come in and cause mayhem.

Will this card change the FFVII engine, or will it just make a new deck completely?

19-115H – Veriaulde

2CP/7K body, Veriaulde is a … I don’t even know.

But, Veriaulde can be devastating to your opponent, if they don’t have an answer for him.

You can be sure that when Veriaulde comes in you will be removing 5 cards from your deck. Once you do that, you’ll have a Guinea Pig Counter on Veriaulde, and once he has a Guinea Pig Counter, every time Veriaulde attacks, you will dull all of your opponents Forwards. Leaving them open to all of your attacks.

And, that is definitely not all! I even used an Exclamation point right there.

At 3 points of damage, Veriaulde gains Haste, which means you don’t need to wait a turn to attack with Veriaulde, and start taking down your opponent, as soon as he comes in.

19-116C – Paine

Paine brings the pain to your opponent’s Break Zone.

Ok, that was terrible.

Paine enters the field and you get to remove 2 cards from your opponents Break Zone, if you already control at least 3 FFX Characters. Which you most likely will. If you’re playing Paine you will be playing some form of YRP. Which used to be a great engine.

I still think older Paine’s are better.

19-117H – Hilda

This is a beautiful card.

Princess Hilda, hopefully it’s not the Lamia Queen, is a great card for a FFII deck. And, depending on Scott she could be good, or really good.

So far there are only 2 Scott’s to choose from. Neither are that great, but might be of use in a FFII deck.

Her second ability is better, allowing you ta grab a FFII Forward from the Break Zone. And, since these are action abilities, you can use them once per turn. If you find a way to activate her, you can use it more than once per turn.

I can see some interesting things with this card.

Now, if we can only get a better Scott.

19-118L – Yuna

Why does it seem that some Characters only get good cards, and others always seem to get a bunch of crap printed?

Yuna here is the former. It is a good card, that gets even better once you have 5 points of damage.

When Yuna enters the field you get to send one of your opponent’s Forwards back to their deck top or bottom, the choice is yours.

At 5 points of damage, you can also search for a FFX Character and play it onto the field.

Now imagine what you can do if you can find a way to bounce Yuna with Opus VI Rinoa?

19-119L – Unei

Here we all thought Unei was an old woman. She’s a Magus so that allows her to transform.

6 cost Unei, comes in with 9000 power. You can reduce the cost by 2 when you removes 2 Summons from your Break Zone, Earth or Water or both.

When she enters the field, you get to return one of your opponent’s Forwards and one Backup and return them to their hand.

It’s a decent play to disrupt your opponent for a turn or 2 until they get their board back the way they wanted it.

Unei also has an action ability, in which you can grab a Summon from the Break Zone.

You can keep grabbing back some of those Free Summons and use them over and over.

19-120C – Garnet

Garnet has one job. And that is to grab a Summon or two from your Break Zone.

After that she is just a body on the field, who will hopefully keep your opponent at bay with her 8000 power.

She can come in with Warp as well.

 

 

19-121H – Meia

Meia is a good card, buffing all of your MOBIUS Forwards, other than Meia with +1000 power and Brave. That in itself is a good enough reason to play Meia.

Other than that you will reveal the top 5 cards of your deck and grab not 1, but up to 2 MOBIUS cards and add them to your hand. Thus possible making Meia a 1 cost Forward with 9000 power.

What’s not to like about that? Any card that buffs your cards is a yes for me.

 

19-122C – Zack EX

You will not play Zack unless you Warp him in.

First of all, it’s a 3CP difference. Paying 5CP to deal 7000 damage to a Forward is too much. You can do more damage with a well placed Summon.

Now, if you do Warp Zack in, he is worth every Crystal Point you pay. All 2 of them.

First off he will deal 7000 damage to a Forward, and when he enters the field, he has Haste, First Strike and Brave.

So, even if he just comes in and attacks. you will most likely deal your opponent 1 point of Damage. After that just keep Blocking until Zack is broken, just so you can Warp him in again.

19-123H – Anima

This is a great card. I like it and I like it some more.

Anima come in and your opponent is racing against time to get Anima off the field before his ability is activated. Once it’s activated it could be game over for your opponent.

Anima comes in and you remove 2 cards from your Break Zone.

After that at the end of your turn, you remove the top card of your deck.

Then at the end of your opponents Turn you remove another card from the top of your deck.

One more time, at the end of your turn you remove the top card of your deck.

Once you have 5 or more cards removed by Anima’s ability, you can bring them all to your hand. And start playing them like you’ve had them this whole time.

Best part is that you’ll wipe the board of all of your opponents Forwards, leaving you with up to 12 cards in your hand, ready to bring the Pain!

19-124L – Y’shtola

Y’shtola must be the reason I’ve been selling a bunch of Opus XIII Urianger over the weekend.

Y’shtola comes in, and if you like she can deal you 1 point of Damage and you in turn can deal your opponent 1 point of damage. It’s an exchange.

Not just that, but whenever anyone takes a point of damage, you’ll choose 1 of your opponents Forwards and deal them 4000 damage.

Now I’m tempted to go look at the Opus VIII FFXIV Starter Set, and see how well it fits into that deck.

19-125H – Mog

Free Mog!!!

Free him into your deck, of any color that you’d like, as long as you have FFVI Characters!!!

And when Mog attacks, they all gain First Strike!!!

What’s not to like?

I just bought a FFVI Playmat with matching sleeves, And I will make myself a FFVI themed deck. Mog and Kefka will be a part of it. Sabin and Edgar as well.

19-126C – Shadow Lord

From the elements I see here, Shadow Lord is just a tall glass of Ice Cold Ice Water.

And his abilities say the same as well.

Shadow Lord comes in, your opponent discards a card, while you draw a card.

Simple as that, but, he is a little pricey. 6CP with no way to reduce the cost. Well, you’ll say it is a Common, what did you expect?

It’s the high cost that might stop us from using this card.

19-127L – Relm

Another VI card, although this one isn’t Free, it still is good.

For 2CP, you can either grab a monster from the Break Zone and play it onto the field, or you can Double Cast a Summon.
Anyway you look at it, you’re getting some value out of this card.

You’re either playing a Monster and Relm for 2CP.

Or you’re playing Relm, and since you just played an Ice Forward, and a Water Forward, you can go right ahead and cast Shiva and Leviathan for Free, and when they enter the Break Zone, you can remove them from the game and cast them again.

That’s a lot of firepower for 2CP.

I’ll take 3 please.

And, why does it look like Relm is driving a Go-Kart with wings?

19-128L – Warrior of Light

The OG WoL, The one with no name, besides the name you give him.

The first Quad-Elemental card, and it is a good one.

We mentioned that with Refia this set, you have a great reason to run a Warrior of Light deck.

Now, with Warrior of Light, you have a better reason to run this deck. Run the 2 together and, you got something on your hands that will keep activating itself.

And, that is what you’re looking for.

Stop your opponents from destroying you.

Warrior of Light is basically a Free card, cause he activates all your Backups, and he can only be played by Backups.

He comes in with Haste, First Strike, and Brave. 10,000 power. You name it Warrior of Light has got it.

Let’s see what people come up with for this card, I’m really curious to see what Warrior of Lights can do.

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From Nightmares – Water and High Tides

19-086R – Ashe EX

More like the Ashetiveator.

I really like this card. As long as you have a copy in your hand and a couple of CP available, you can keep reactivating a Forward once per turn.

The way I would do it would be. I would enter the Attack Phase. And when that attack goes through, I would play Ashe and activate that Forward so it can block.

You can actually play Ashe twice per turn. Play her in your Main Phase 1, return her to your hand during your Attack Phase and then replay her during your Main Phase 2.

The more I think about it, the more I like this card.

19-087R – Wol

Wol can’t attack, but he sure can block.

Weighing in at 2CP/9K power. He will take out some Attackers.

But, it’s Chef’s Knife that we really like. It’s 9000 damage to a Forward that cannot be reduced by other abilities.

So, once per turn you can use Chef’s Knife, then play Ashe, then use Chef’s Knife again, then play Ashe, and use Chef’s Knife once again. But, that will on;y work if you have 3 Wols in your hand. And you can. You can actually have up to 24 Wols in your deck. That’s almost half your deck. Keep your enemy at bay with this Tonberry Suit.

19-088C – Aerith

Aerith has one job, and that is to grab a Light card from the Break Zone. Other than that she’ll just hang out and give you 1CP per turn.

That’s pretty much it for this Aerith, not the best Aerith.

There’s probably a lot of better plays, unless you really need that Light card.

 

 

19-089H – Gau

I’m not going to say it this time.

I’m not. I’m going to try not to.

Gau, is actually pretty good, for what he does.

For 2CP you get a Forward that can come in during your opponents turn and buff another Category VI Character +1K power for every Category VI Character you control.

Throw him in there with the Dream Stooges, and Kefka, and you have a Forward that can block anything your opponent throws at you and survive it.

After that you can put Gau back into your deck and draw a card. Gau is wild like that. He’s a Wild Child.

19-090C – Clavat

Water’s Multi-Elemental Forward.

And by that we mean, if you pay with at least 3 Elements. Each element has had one of these cards, and Clavat is no different.

When she enters the field, if you did pay with at least 3 Elements, your opponent chooses one of their Forwards and sends it packing. Straight to the Break Zone.

Other than that Clavat will allow you to draw a card, and then discard a card when she enters the field.

19-091R – Sapphire Weapon

Another Free Card, this set is spoiling us.

Every Element has a way to cast cards for Free. And, we like free. Even the guy in the back, with the Cloud Signature card in his back pocket. You know he likes FREE too.

It’s not that often that you can play a 9k Body for free. But Sapphire Weapon here can. As long as you have at least 5 Weapon cards in your Break Zone, Sapphire Weapon can come in for free.

You have yourselves a Water deck, just throw in Ruby, and Emerald and just chuck them to pay for other Cards. And when Sapphire show up, you know it’s coming in with a Vengeance. Or something like that.

If Sapphire Weapon gets broken somehow, no worries. You’ll draw 2 cards when you put Sapphire Weapon into the Break Zone.

You might even get lucky and draw another Sapphire Weapon that you can play for free.

19-092C – White Mage

Well, you can sort of count White Mage as a free card, but you still have to pay for it. 2CP, and if you have 3 points of Damage you get to draw a card.

Once she’s on the field, you can use her ability to return one of your opponent’s Forwards to their hand.

Just a little reminder. You’d probably want to get rid of a Forward that doesn’t have an enter the field ability.

 

19-093H – Strago EX

This is interesting, I think I already like this card.

Every time Strago enters the field, or is broken, you get to reveal the top 4 cards of your deck and hopefully you’ll find a FFVI card sitting there that you can add to your hand.

This also works when Strago is found when you take Damage.

And, let’s not forget about Revenge Blast. For each point of Damage you have received, your opponent’s Forward will lose 2000 power.

And with 5 different Stragos available, you might have a hand full of Stragos at 6 points of Damage. At that point you can spam Revenge Blast and take your opponent to Pound Town.

19-094R – Sanctuary Keeper

Who needs Ashe when you have Sanctuary Keeper?

For 3CP, you can have a constant Activation per turn. Not only that, this Activation comes with a +2000 power buff.

You can actually use both Ashe and Sanctuary Keeper, with 24 Wols and spam that Chef’s Knife. My deck is slowly coming into fruition. I’ll have that deck ready in no time.

 

 


19-095C – Sophia

Sophia is the opposite of Sanctuary Keeper.

At the begining of the Attack Phase, Sophia reduces the power of a Forward by 2000.

If you’re already buffing one of your Forwards by 2000, that is a 4000 power difference. Sure it’ll only worked that way if each of you only have 1 Forward on the field, but you get what I’m trying to say. Or not say.

 

19-096C – Tidus EX

Well, for being a high cost card, you’d think you’d get more than just drawing a card or returning a Forward to their owner’s hand.

I’m not seeing it.

The only thing I like is that it can come off from an EX Burst. Which should be a good enough reason to have some in your deck, as you can always use them to pay for Opus I Tidus’s ability.

 

19-097C – Tonberry

I was trying to come up with a different way to start this, but couldn’t.

Tonberry comes in like a Monster and out like a Forward.

When Tonberry comes in you draw a card, then discard a card to make him a Forward. Tonberry is technically a 4 cost Forward, but you only have to pay for 2CP as he provides the other 2CP himself.

But, when Tonberry deals damage to a Forward the Forward is broken regardless of power. He has the real Chef’s Knife, not Wol.

19-098C – Yuna

When Yuna comes in, your opponent selects the card Forward that will be sent to the Break Zone. You’ll be able to remove a Forward, but since your opponent gets to pick which one it might not always work in your favor.

This is one way to get rid of Opus XVI Tidus, but I don’t think your opponent will choose that card when Yuna enters the field. Unless, if it’s the only Forward on the field.

 

 

19-099R – Josef

Are Rebels becoming a thing?

I mean Josef here looks like a good card, especially since you most likely will be playing Firion, which will make Josef a 3CP/9K body Rebel/Monk with a sword. Wait, Monks use swords? Maybe Josef uses it for his Rebel side.

“Rebel, Rebel,
You’ve torn your dress”

Maybe that’s what the sword is for.

Where was I? Ah, yes. And, with Firion still on the field, every time Josef attack, you get to draw 1 card. Who doesn’t like drawing cards. I’ll play Josef and attack for no reason just to draw a card.

And, that’s not all. No, Sir. When Josef enters the field you can also play a Category II Forward from your hand onto the field. Any FFII Character as long as it is 3CP or less. It doesn’t even need to be a Rebel, Rebel.

19-100C – Larsa

A 2 cost Backup that really is a 4 cost.

You’ll probably be discarding a card in order to search for that XII Forward that you’re really looking for. If that Forward is on the field you probably have no use to play this card.

Sure you can reduce damage dealt to a Forward by 2000, but I believe there are better Larsas than this one.

 

19-101R – Leviathan

The Water God comes in as a Free Summon.

No Sacrifices needed.

Leviathan comes in, you return 1 of your opponents Forwards to their hand, and they can’t play it until the end of their next turn.

What I like about this is that they’ll have a dead card in their hands. They won’t be able to play it, and if they draw another one they’ll have 2 dead cards. They might even discard it for CP just so they can play another card.

Might come out in your favor, or you’re just delaying the fact that they can play a Forward with an enter the field ability, that might turn things in their favor. But, this is a card game, and we need cards that will give us a breather when we can get it.
Yes, Free Summons are still good.

19-102L – Refia

If you needed a reason to run a Warrior of Light deck, well now you got one.

Refia will activate all the Warrior of Light cards you have at the beginning of each of your attack phases. That means you can go all out, and attack with all your Forwards, and then during your opponents turn, you will have all your Forwards activated, just in time to start blocking.

Also, once per turn, you can dull 4 Warriors of Light, and put one of your opponents Forward back into their deck. Top or bottom, you get to choose.

And, let’s not forget about the artwork. This is a beautiful card. Only complaint is that this one didn’t come as a full art.

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From Nightmares : Twisted Fire Starters

19-001R – Ifrit

What a way to start off the set. Coming in at number 1 is a Free Summon.

And everyone likes Free Summons. I know I do.

Once you play a Fire Forward onto the field, Ifrit comes in for free and deals 7000 damage to 1 Forward. Pretty simple. And, it’s even better because it’s free. Add Ifrita to the mix and things can get hot very quickly.

 

19-002L – Ace

Cadets getting back into it with this “Ace”

Ace comes in for 1CP, sure you’ll remove 5 fire cards from your Break Zone when he enters the field, but half the time you’re not going into your Break Zone to grab something.

When Ace attacks you deal 1 Forward 10K damage.

And, with Spiral Gambit, Ace can attack twice and deal 2 Forwards 10K damage. Plus he’ll probably be able to Break another 1 or 2 as well.

Talk about an “Ace” up your sleeve.

OK, I’ll stop now

19-003R – Edgar

Cheap Backup to play. For 2CP Edgar will come in bring his Auto Crossbow, if you need to deal damage to a few of your opponents Forwards.

Edgar is also carrying a Phoenix Down just for Sabin. If by any chance Sabin is sent to the Break Zone, Edgar will just bring him on back, and it’ll be like he never left.

Always good to have a “backup” plan.

 

19-004R – Kukki-Chebukki

Other than the art, this card seems like it’s just a basic card. 3 cost Forward with a 6K body.

Ability is just dealing 2000 points of damage to a Forward.

If it’s broken in the same turn, you can remove it from the game instead.

 

19-005C – Sazh

Haven’t seen Sazh in a while now.

But he comes in, searches for Dajh and has a 5k body.

Cheap searcher, even though Dajh usually only protects Sazh. But, do you really want to play Sazh if you’re now counting Category XIII cards for other abilities?

 

 

19-006C – Tifa

Tifa costs 5CP, but can Warp for 2CP. You just have to wait 3 turns.

And when she finally comes in, Tifa has 9000 power, Brave and can attack twice in the same turn.

Looks like we’re getting more and more cards with the ability to attack twice. Fire is getting most of them.

 

19-007C – Dajh EX

Discard a card draw a card.

Cheap Backup, that buffs Sazh.

Just like we mentioned earlier. Probably not worth playing.

 

 

19-008R – Buffasaur

This monster is waiting to pull the trigger on one of your opponents Forwards. You can deal damage to a Forward that just enters the field, but it comes at a cost.

All you need to do is figure out, if that 8000 damage that you’re going to deal to your opponents Forward, is worth a point of damage for you?

 

 

19-009C – Bomb

Bomb, acting more like a Bomb.

When he takes enough damage, instead of going peacefully, Bomb will Explode and deal damage to 1 Forward. It should have been “all Forwards”, but what do I know.

Any how, When Bomb enters the field you can dull 2 Fire Backups and search for another Bomb (2CP or less) and play it onto the field.

Technically, you can swarm the field with Bombs in no time.

Is there a Bomb deck out there? How many Bomb cards do we already have?

19-010H – Sabin

I mean, this could have been more than just a Hero.

Sabin comes in and if you’re playing a VI themed deck, he will do some Damage. Yes, capitol D. Depending on how many VI characters are in the Break Zone, Sabin will deal that many Forwards, 8000 damage. if there’s 4, then 4 of your opponents Forwards will be dealt damage.

It’s Suplex City here.

Let’s not forget about Sabin’s twin brother. This whole time we didn’t know how strong Sabin’s Enter the Field ability is. But, now that we know. We know that the 2 brothers will be a staple.

19-011C – Miyu

A backup that searches for an Agito Cadet.

Searchers are always welcome, as they allow you to search for a card. IF you don’t want to search for a card then, this isn’t the card for you.

During Pre-Release, I noticed 2 other Agito cadets in Ice and Lightning, all of which are Backups.

Might be useful if you want to run the FFXIII Custom Starter Set with all 3 colors.

19-012C – Monk

Cheap Backup to play.

I also like the fact that you can get rid of him by using his ability. Even if you are just using it to get rid of Monk in order to play the Backup you really need to play.

And that really isn’t a problem, unless you already have 5 Backups on the field.

Who cant use a +4K buff, when your Attacking Forward is Blocked.

19-013C – Lilty

I’ve seen a couple of these types of Forwards in this set. Where if the cost is paid with more than 3 elements, the Forward gains an enter the field ability.

Lilty’s ability is to deal 8000 damage to a Forward.

Lilty also comes in with Brave.

 

 

19-014C – Luneth

A simple 4 cost Backup that deals 5000 damage to all of your opponents Forwards.

I believe with the new Warrior of Light, and all the Warrior of Light Jobs we have this set we’ll see some synergy between all of them.

By itself it’s a decent Backup that can break down your opponents defenses.

 

19-015R – Ruby Weapon

If you remember anything about Final Fantasy VII, it’s that 99% of the people that played it, haven’t beaten Ruby Weapon. Including me.

Ruby Weapon was a pain to deal with because he would remove 2 of the party members and you would have to fight him with 1 Character. Hopefully that Character had Knights of the Round and Phoenix Materia equipped. After that you might have had a chance.

Why am I bringing this up?

Ruby Weapon will remove one of your opponents Forwards with his ability. But, only if they have 2 or more Forwards on the field.

Other than that Ruby Weapon is a 6 cost Forward that has high defense. Considering that any damage dealt to Ruby Weapon is only 1000.

Might be worth a shot, if you need an extra Fire card in your deck.

19-016H – Laragorn

One of the three Dream Stooges. Taking his name from one of the original Stooges Larry. And that’s why I like this card before I even read it. Plus, the Amano art is great as always.

When Laragorn enters the field you can search for a Dream Stooge. Either one of the two, and play it straight to the field. You’re pretty much getting a Buy One Get One Free here.

Laragorn can also grab a Dream Stooge from the Break Zone, and the best part is you don’t have to send Laragorn to the Break Zone to do it.

Maybe, just Maybe the Dream Stooges can become a thing.

19-017R – Leon

I’ve seen plenty of Rebel cards this set.

Leon searches for his sister, Maria, and depending on how many Rebels are on the field, Leon does gain some buffs.
If you have 4 or more Rebels, Leon gains +4000 power and Haste.

You’ll most likely be caught between the choice of playing Leon early to find Maria, or waiting until you have 4 Rebels on the field to play him.

Sure you can also play Leon early on, and then allow him to get broken to play him again, but if he’s already on the field, I don’t see a reason to sacrifice him, unless you need to.

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Resurgence of Power – Mixing Elements

18-107L – Akstar

A is for Akstar, and he learned the 3-step. I was surprised myself but it’s true. Akstar can dance the Waltz. Just look at all those 3s.

First off Akstar comes in and Dull/Freezes all the Forwards, including your own, that don’t cost 3CP.

When he comes in you can also play a 3 cost Ice or Fire Forward onto the field.

And when he attacks or enters the field you deal 1 Forward 3000 damage for all the 3 cost Forwards that you control.
That’s a whole lot of 3s. Even Akstar himself costs 3CP.

Are we getting new deck ideas, where every card in your hand costs 3CP? Can it work? Someone make this happen.

18-108H – Caius

It seems like Caius cards always have a drawback to them.

Sure, you can get a 2 cost 9K body, but you’ll have to discard your hand when he enters the field.

What can we do then?

Just play your whole hand, and then play Caius last.

Let’s look at his abilities. Whenever Caius attacks, you can either have your opponent discard a card, or double the damage Caius deals either to a Forward or your opponent.

He also comes in with Brave. I might have to try this card out and see how it works.

18-109C – Snow

Snow allows you to possibly cast an extra XIII card, when he enters the field and each time he attacks. Though, you’re not drawing the card, you’re actually removing it from the game, and if you don’t cast it this turn, you will lose it.

You basically have a 50/50 chance of casting or removing.

And, at 3 points of damage, Snow gains Haste and +3000 power.

 

 

18-110H – Xande

Ok, so, we’ll be playing Xande towards the end of our turn. Trying to get as many cards in the Break Zone so we can deal 9000 damage to as many Forwards as we possibly can. 4CP will already be 2 Characters. And if you play any other cards before hand, count those Characters as well.

You can also play Xande from the Break Zone, for the cost of 2CP and 5 Backups. Is it worth it? or are you better off just playing Xande from your hand?

Those 5 Backups are 5 Forwards that you can deal damage to.

 

18-111L – Basch

The question is, Is it worth 1 point of damage to search for a Fire or Earth Character?

I’m sure there are plenty of other cards that will search for the card that you’re looking for, without getting a point of damage.

3 points of damage, Basch gains +1000 power and Brave.

5 points of damage, when Basch attacks you deal 8000 damage to 1 Forward.

You do have an incentive to receive that 1 point of damage. Early on it might be a good idea to use it, but later on I would pass.

Or you can just not pay the extra cost, and play Basch as is.

18-112C – Leon

It looks like more and more cards are dealing you a point of damage.

Just how backed up to the wall do you want to be?

Sure, some cards excel when you’re fighting everything off at 6 points of damage, but why would you need to get there in order to hope that you win.

Anyways, Leon here comes in with Brave.

 

18-113H – Cid Haze

Cid comes in and gives you the ammunition to use his ability on the same turn that he comes in. Reducing the cost of casting your next card by 2. It doesn’t say it cannot become 0, so your next card could be free. After that you play 1 more card.

Once you’ve played your third card, and enter your Attack Phase, you choose 2 of your opponents Characters and you dull and Freeze them.

Farewell to the Blockers that your opponent has set up. At least for this turn.

 

18-114C – Maria

I would be trying to get Maria onto the field as soon as possible. And then just trying to find a way to send her to the Break Zone.

Worst thing that could happen is you block a Forward and your opponent discards a card.

Or, you block a Forward and activate all your Characters. Win/Win

 

 

18-115L – Melvien

I would put Melvien in the same category as Opus XVI Tidus. Even if she is put in the Break Zone, your opponent will never really be able to truly get rid of her.

Every time Melvien is put into the Break Zone, you can simply remove her from the game and put 2 Warp Counters on her. 2 turns later she comes back into the field.

And, every time she enters the field, you can Activate 2 of your Backups and Freeze up to 2 of your opponents Backups.
Not much else to say, but I like this card.

 

18-116L – Sephiroth

Kingdom Hearts Sephiroth is back. And, once again with Back Attack.

No, I didn’t plan that.

Sephiroth is coming, and he has entered Attack Mode. One Winged Angel, Demi-God, and whatever else you’d like to add.
When Sephiroth enters the field he Breaks 1 dull Forward.

And every time he attacks, your opponent will either discard 1 card, or you can Break a Forward of cost 2 or less.
Sephiroth will be leaving bodies left and right.

18-117H – Lightning

The Savior is here. For your deck, not your opponents.

Lightning comes in with Haste and starts attacking left and right, dulling, Breaking and dealing damage across the board leaving no Forward unscathed.

Well, that’s what we’re hoping for.

Every time Lightning attacks, you can pay 1CP to dull a Forward, and then pay 2CP to Break a dull Forward. Which in itself is a good reason to play this card.

I shall be trying out this card. At some point.

And if you don’t want to attack, you can use Lightning’s 3rd ability and have your opponent discard a card.

18-118C – Laguna

High cost to play Laguna, but he might be worth it.

When Laguna enters the field or attacks you can a) Deal an active Forward 5000 damage. or b) Dull a Forward.

I’m thinking there are plenty of cards that can chip away at multiple Forwards, chip damage is making a comeback. Or, maybe I’m just beginning to notice it. I can see FFVIII decks becoming stronger. Ever since Opus XVI. And now with Seifer, Fujin and Raijin, there should be plenty to play with.

Let’s not forget Satellite Laser. Well nothing to crazy, but you can deal 9000 damage to a Forward.

18-119C – Chelinka

Need to break some of these new Monsters that came out this set? Look no further than Chelinka. Chelinka Breaks a Monster when she enters the field.

You can throw her in the new Noctis deck and you’re set.

 

 

 

18-120H – Tifa

Tifa comes in a has Protect already cast on her, reducing the damage dealt to her by 2000. And, that’s a good thing. For when Tifa enters the field she goes 1-on-1 with another Forward. You can choose any Forward you would like.

Meteor Strike, is also pretty good in itself. You are able to deal 8000 damage to 3 Forwards. Cost might be a little high, but it can be worth it.

 

 

18-121L – Fran

I think I said earlier that Sky Pirates will be making a comeback. (Not in this post, probably in Wind.) And, Fran here proves it. Whenever Fran attacks, or enters the field, you can play a FF XII Character of cost 4 or less from your hand onto the field. And, Fran only costs 3CP!

Think about it, you’ll be able to build your offense faster than what you would have. A free card once per turn.

And if Balthier is on the field, Fran gains +1000 power and Brave.

Yes, I shall try out a Sky Pirate deck, all thanks to Fran.

Thank you, Fran.

18-122H – Vanille

2 cost Forward that can cancel an auto-ability. We can never have to many cards like this. Vanille is more of an insurance card. I don’t think you’d be attacking with Vanille unless you knew the attack will go through. But, you’re better off just keeping her active, in order to dull her, when an auto-ability goes off.

Sure, it won’t out right cancel it, your opponent will need to pay an extra 2CP for it to go through.

And when you’re done with Vanille, you can just chuck her to the Break Zone to grab a Backup.

18-123L – Sonon EX

Getting rid of your own Backups is always a plus. Especially when they come in do their on entry ability and then do nothing, but sit around.

Sonon comes in and allows you to remove 2 Backups instead of paying the cost. After that you can replay 2 new Backups and hopefully get another on entry ability.

He can also come in with Back Attack, although I don’t think I’ve ever seen anybody actually use Back Attack, but you can. You can even remove the 2 Backups during your opponents turn.

Sonon also comes in with an EX Burst, hopefully helping your Forward that is blocking or attacking overcome the other Forward.

I can see some use with Sonon.

18-124C – Billy Bob

Billy Bob comes in and let’s you grab a Forward from the Break Zone. Any Forward. Doesn’t have to be a certain Job, Element, or Category. A little different than Search your deck, but will still see plenty of use.

Best part is that Billy Bob is a Common.

After that Billy Bob just hangs out on the field with an 8K body.

 

 

18-125H – Onion Knight

Onion Knight has a lot going on for him.

First off he enters the field and either Breaks a damaged Forward, or return’s a Forward to your opponents hand. Either way your getting rid of one of your opponent’s Forwards.

The best thing though, when Onion Knight is put into the Break Zone, you can pay 1CP and search for another Onion Knight and play it onto the field.

Very Ultros if you ask me.

 

18-126L – Lightning

Another card that doesn’t want to go away.

After Lightning is sent to the Break Zone, you can pay the 2CP, remove a Lightning and an Odin from the Break Zone and then you can play Lightning onto the field.

Sure, it’s the same cost as paying Lightning on to the field, but what if you don’t have a Lightning in your hand. This way you can just simply play her, straight from the Break Zone.

She also comes in with Haste, dulls a Forward when she enters and you draw 1 card.

What’s not to like?

18-127C – Lilisette

Some of these Commons are actually really good.

Take Lilisette her, she Breaks a low cost Forward when she enters the field.

After that she can dance. And, boy does she dance. Once she’s done with her Sensual Dance, your opponents Forwards will all be week at the knees, and will have lost some of there power. Some will have lost it all.

 

 

18-128H – Arciela

How many of your cards do you want to show your opponent?

Depending on the answer, you can either deal 7000 damage to a Forward, draw a card, or both.

But do you really want to show your opponent your hand just to cast the abilities?

I think I’ll take a pass on this one.

 

18-129C – Jecht

Jecht is just a Common, but we already said we have some good Commons this set. This is another one. Once he enters the field you can pay the extra cost and give Jecht Haste, Brave and First Strike. With the 9000 body he can lay waste to a Forward, or deal your opponent a point of damage.

We also have Jecht Beam, that deals a Forward 8000 damage.

Decent card.

 

18-130L – Firion

Low cost, low power. But, if you have at least 5 Characters on the field Firion, gains Haste and whenever he attacks you draw a card.

I don’t know if you’ll be attacking much with Firion, but you can discard a card and give him +2000 power. Depending on what element the card is you can either give Firion First Strike, or activate him.

Not the greatest Legend, but could see some use.